/****************************************************************************************
*	Mouzetrap - client/server framework	
*
*	$HeadURL: http://mouzetrap.googlecode.com/svn/trunk/Mouzetrap/BufferPoolManager.cs $
*	$Id: BufferPoolManager.cs 11 2009-06-11 09:10:25Z tobz@fallenrealms.net $
* 
*	Copyright (c) 2008 Toby Lawrence
* 
*	Permission is hereby granted, free of charge, to any person obtaining a copy
*	of this software and associated documentation files (the "Software"), to deal
*	in the Software without restriction, including without limitation the rights
*	to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
*	copies of the Software, and to permit persons to whom the Software is
*	furnished to do so, subject to the following conditions:
* 
*	The above copyright notice and this permission notice shall be included in
*	all copies or substantial portions of the Software.
* 
*	THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
*	IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
*	FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
*	AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
*	LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
*	OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
*	THE SOFTWARE.
* 
****************************************************************************************/

using System.Collections.Generic;

namespace Mouzetrap
{
	/// <summary>
	/// Allows the creation and deletion of buffer pools.
	/// </summary>
	public static class BufferPoolManager
	{
		private static readonly Dictionary<string, BufferPool> BufferPools;

		static BufferPoolManager()
		{
			BufferPools = new Dictionary<string, BufferPool>();
		}

		/// <summary>
		/// Creates a buffer pool with the given name, initial buffer count, and buffer (chunk) size.
		/// </summary>
		/// <param name="poolName">the name of the pool</param>
		/// <param name="bufferCount">the nubmer of initial buffers to allocate</param>
		/// <param name="chunkSize">the size of the buffers (chunks)</param>
		/// <returns>a reference to the newly created <see cref="BufferPool" /></returns>
		public static BufferPool CreatePool(string poolName, int bufferCount, int chunkSize)
		{
			var newPool = new BufferPool(bufferCount, chunkSize);

			BufferPools.Add(poolName, newPool);

			return newPool;
		}

		/// <summary>
		/// Gets a pool by its name.
		/// </summary>
		/// <param name="poolName">the name of the pool to find</param>
		/// <returns>a reference to the specified <see cref="BufferPool" /></returns>
		public static BufferPool GetPool(string poolName)
		{
			return (BufferPools.ContainsKey(poolName) ? BufferPools[poolName] : null);
		}

		/// <summary>
		/// Deletes and disposes a pool.
		/// </summary>
		/// <param name="poolName">the name of the pool to delete</param>
		public static void DeletePool(string poolName)
		{
			BufferPool pool;

			if(BufferPools.TryGetValue(poolName, out pool))
			{
				pool.Dispose();

				BufferPools.Remove(poolName);
			}
		}
	}
}